git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3384 c06c8d41-db1a-0410-9941-cceddc491573
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NAME: hall_of_Zot_4
PLACE: Zot:4
TAGS: transparent
ORIENT: float
FLOORCOL: lightblue
ROCKCOL: magenta
MAP
.
ENDMAP
NAME: david_vaults_3
TAGS: vault_entry
ORIENT: float
MONS: human, human / Donald, human / Michael, human / Norris, human / Wayne
NAME: david_vaults_3
TAGS: vault_entry
ORIENT: float
MONS: human, human / Donald, human / Michael, human / Norris, human / Wayne
........................................xxxxxxxx
.....................'''''...............-llxxxx
..................'''''''''''...........-llllxxx
...............'''''''!!!'''''''........-lll2xxx
............''''''''!!!!!!!''''''''......-llllxx
...........'''''''!!!!!!!!!!!'''''''.......-lllx
..........'''''!!!!!!!!!!!!!!!!!'''''........llx
.........'''''!!!!!!!!!?!!!!!!!!!'''''........lx
........'''''!!!!!!!!!???!!!!!!!!!'''''........x
............................xxxxxxxx
.............'''''...............-llxxxx
............'''''''''''...........-llllxxx
...........'''''''!!!'''''''........-lll2xxx
.........''''''''!!!!!!!''''''''......-llllxx
........'''''''!!!!!!!!!!!'''''''.......-lllx
........'''''!!!!!!!!!!!!!!!!!'''''........llx
........'''''!!!!!!!!!?!!!!!!!!!'''''........lx
.......'''''!!!!!!!!!???!!!!!!!!!'''''........x
.......'''''!!!!!!!!!?????!!!!!!!!!'''''........
x.......'''''!!!!!!!!!???!!!!!!!!!'''''.........
x........'''''!!!!!!!!!?!!!!!!!!!'''''..........
xx._......'''''!!!!!!!!!!!!!!!!!'''''...........
xxxxm......'''''''!!!!!!!!!!!'''''''............
xxxxxm......''''''''!!!!!!!''''''''.............
xxxx1m_........'''''''!!!'''''''................
xxxxxxm_..........'''''''''''...................
xxxxxxxxxx...........'''''......................
xxxxxxxxxxxx....................................
.......'''''!!!!!!!!!?????!!!!!!!!!'''''.......
x.......'''''!!!!!!!!!???!!!!!!!!!'''''........
x........'''''!!!!!!!!!?!!!!!!!!!'''''.........
xx._......'''''!!!!!!!!!!!!!!!!!'''''.........
xxxxm......'''''''!!!!!!!!!!!'''''''..........
xxxxxm......''''''''!!!!!!!''''''''..........
xxxx1m_........'''''''!!!'''''''.............
xxxxxxm_..........'''''''''''...............
xxxxxxxxxx...........'''''................
xxxxxxxxxxxx...........................
###########################
# Stranded yaks
#
NAME: yak_island
DEPTH: Swamp:*
TAGS: no_pool_fixup
MONS: yak/w:5 sheep/w:3 death yak
SUBST: ; : .wW
SUBST: . : . W:2
MAP
..............
...;;wwww;;...
..;wwwwwwww;..
.;wwww..wwww;.
.;www.1.1www;.
.www.1>1.1www.
.;www.1.1www;.
.;wwww..wwww;.
..;wwwwwwww;..
...;;wwww;;...
..............
ENDMAP
NAME: water_maze_lemuel
TAGS: no_pool_fixup uniq_water_maze_lemuel
ITEM: ring of levitation / ring of teleportation
DEPTH: 5-27
NAME: water_maze_lemuel
TAGS: no_pool_fixup uniq_water_maze_lemuel
ITEM: ring of levitation / ring of teleportation
DEPTH: D:5-27
NAME: water_boxes_lemuel
TAGS: no_pool_fixup uniq_water_maze_lemuel
DEPTH: 5-27
NAME: water_boxes_lemuel
TAGS: no_pool_fixup uniq_water_maze_lemuel
DEPTH: D:5-27, Swamp
NAME: minivault_6
TAGS: mini_float allow_dup
MONS: wizard, small abomination, large abomination
NAME: laboratory
MONS: wizard, small abomination, large abomination
.+........x.
.Y........x.
.x........x.
.xxxxxxxXxx.
............
ENDMAP
###################################
NAME: minivault_25_ag
TAGS: allow_dup
SHUFFLE: XY, ABCDE
SUBST: X=x, Y=+
SUBST: A=?, B=%%%*, C=T, D=0009, E=89
MAP
............
.xxXxxxxxxx.
.x........x.
.x.xYxxxx.Y.
.x.x....X.x.
.x.x.AA.x.x.
.x.x.AA.x.x.
.x.X....x.x.
.Y.xxxxYx.x.
NAME: supply_closet
DEPTH: 1-9
TAGS: no_monster_gen allow_dup
ITEM: potion of water w:20 / bread ration / meat ration / arrow / bolt / spear / any potion w:5
NAME: supply_closet
DEPTH: D:1-9
TAGS: no_monster_gen allow_dup
ITEM: potion of water w:20 / bread ration / meat ration / arrow / bolt / spear / any potion w:5
SUBST: A : !, B : !, C : !, D : !, E : !, F : =, G : ~ l:50 w:50 I
SUBST: ! : xvcba
SUBST: H = 0 . ~ , J = 1 0:100 $:20
ITEM: any jewellery
MONS: giant eyeball
SUBST: A : !, B : !, C : !, D : !, E : !, F : =, G : ~ l:50 w:50 I
SUBST: ! : xvcba
SUBST: H = 0 . ~ , J = 1 0:100 $:20
ITEM: any jewellery
MONS: giant eyeball
# Circle pieces altar (Eino)
NAME: circle_pieces_altar_v1
DEPTH: 3-26
SUBST: ' : x.
CHANCE: 4
MAP
........'''''''''''''.....
...b......'''''''.........
...bbb......''............
'...bbb................bb.
'....bbbb............bbb..
''.....bbbbb.....bbbbb...'
'........bbbbbbbbbb.....''
...........bbbbb.........'
'....bb..................'
''....bb...........bbbb..'
'''....bbb.......bbbbb...'
'''.....bbb.....bbbb....''
''''.....bb.....bbb....'''
''''.....bb..C..bb....''''
'''.....bbb.....bb...'''''
'''....bbbb.....bbb...''''
''...bbbbb.......bbb...'''
'...bbbb...........bb...''
..........bbbb......bb..''
......bbbbbbbbbbb.......''
....bbbbb......bbbb....'''
...bbbb...........bb..''''
.bbb.....'''''.......'''''
.......'''''''''......''''
ENDMAP
NAME: circle_pieces_altar_v2
DEPTH: 3-26
CHANCE: 3
MAP
.....
..b..... ...
..bbb..... ........
..bbb...... ......bb.
..bbbb............bbb..
...bbbbb.....bbbbb...
......bbbbbbbbbb.....
.........bbbbb.........
...bb..................
...bb...........bbbb..
...bbb.......bbbbb...
....bbb.....bbbb....
.....bb.....bbb....
......bb..C..bb....
......bbb.....bb...
......bbbb.....bbb...
.....bbbbb.......bbb...
....bbbb...........bb...
.........bbbb......bb..
....bbbbbbbbbbb.......
...bbbbb......bbbb....
...bbbb.... .....bb..
.bbb...... ......
......
ENDMAP
NAME: circle_pieces_altar_v3
DEPTH: 3-26
CHANCE: 3
MAP
xxxxxxxxxxxxxxxxxx
.bbbbbbbbbbbbbbbbx
...bbbbbbbbbbbbbbx
@....bbbbbbbbbb...
.......bbbbb.....@
xbb...............
xbbb...........bbx
xbbbbb.......bbbbx
xbbbbbb.....bbbbbx
xbbbbbb.....bbbbbx
xbbbbbb..C..bbbbbx
xbbbbbb.....bbbbbx
xbbbbbb.....bbbbbx
xbbbbb.......bbbbx
xbbb...........bbx
@.....bbbb......bx
..bbbbbbbbbbb.....
xbbbbbbbbbbbbbb..@
xxxxxxxxxxxxxxxx..
ENDMAP
#############################################################################
# Note that the entrance gives you some indication of the boss
#
# This is intended mainly for Orc Mines. Can it appear there?
#
# Yes, it's a bit tough for the levels where it appears. But it has good loot.
# And be thankful I got rid of the version with a titan!
#
# Lemuel
c*******cc..9...cc.+8c0c*c.c*c8cxxxxxxxx
c******cc..cc..cc..cc0c.c.c.c8ccxxxxxxxx
c*****cc..cc..cc..cc.c$c.c.c8c.cxxxxxxxx
c****cc9.cc..cc8.cc|c.c|c.c*c0ccxxxxxxxx
c***cc..cc..cc..cc.c.c.c.c.c.c$cxxxxxxxx
c**cc..cc8.cc..cc.c*c.c.c.c.c.ccxxxxxxxx
c+cc9.cc..cc..cc.c.c.c.c*c.c.c.cxxxxxxxx
c^c..cc..cc..cc.c$c.c.c.c.c.c*ccxxxxxxxx
c...cc..cc..cc.c.c.c9c$c.c.c.c9cxxxxxxxx
c..cc..cc..cc$c.c.c*c.c.c.c9c9ccxxxxxxxx
c.cc..cc..cc.c.c|c.c.c.c.c$c.c9cxxxxxxxx
ccc..cc..cc.c.c.c.c.c.c.c.c.cc+cxxxxxxxx
cc..cc..cc.c*c.c.c.c.c.c$c.cc..cxxxxxxxx
c0.cc..cc.c.c.c.c8c.c*c.c.cc0.ccxxxxxxxx
c.cc..cc*c.c.c.c.c$c.c.c.cc..cccxxxxxxxx
c^c..cc.c.c9c.c.c.c.c.c.cc..cc.cxxxxxxxx
c0..cc$c.c.c*c0c.c.c.c.cc..cc.0cxxxxxxxx
c..cc.c.c9c.c.c.c$c.c.cc.9cc...cxxxxxxxx
c.cc9c.c.c.c.c.c.c.c.cc..cc..c^cxxxxxxxx
ccc.c.c$c.c.c.c.c.c$cc..cc..cc^cxxxxxxxx
cc$c.c.c.c.c$c.c0c.cc..cc..cc..cxxxxxxxx
c.c.c.c.c.c.c.c.c.cc9.cc..cc..ccxxxxxxxx
cc.c8c.c.c$c.c.c.cc..cc..cc0.cccxxxxxxxx
c.c$c.c$c0c.c.c.cc..cc..cc..cc$cxxxxxxxx
cc.c.c.c.c.c*c.cc..cc..cc..cc$$cxxxxxxxx
c.c.c.c.c.c.c.cc..cc0.cc..cc$$$cxxxxxxxx
cc.c.c.c.c.c$cc..cc..cc..cc$$$$cxxxxxxxx
c.c.c.c.c.c.cc.8.^..cc....+$$$$cxxxxxxxx
c*******cc..9...cc.+8c0c"c.c"c8cxxxxxxxx
c******cc..cc..cc..cc0c.c.c'c8ccxxxxxxxx
c*****cc..cc..cc..cc'c'c"c.c8c.cxxxxxxxx
c****cc9.cc..cc8.cc"c.c.c'c"c0ccxxxxxxxx
c***cc..cc..cc..cc.c.c"c.c.c.c'cxxxxxxxx
c**cc..cc8.cc..cc.c"c.c.c.c"c.ccxxxxxxxx
c+cc9.cc..cc..cc"c.c.c.c"c.c.c.cxxxxxxxx
c^c..cc..cc..cc.c'c.c.c.c.c"c"ccxxxxxxxx
c^^.cc..cc..cc.c.c.c9c'c"c.c.c9cxxxxxxxx
c..cc..cc..cc'c.c.c"c.c.c.c9c9ccxxxxxxxx
c.cc..cc..cc.c.c"c.c.c.c.c'c"c9cxxxxxxxx
ccc..cc..cc.c.c.c.c.c"c.c.c.cc+cxxxxxxxx
cc..cc..cc'c"c'c.c.c.c.c'c.cc..cxxxxxxxx
c0.cc..cc.c.c.c.c8c.c"c.c.cc0.ccxxxxxxxx
c^cc..cc"c.c.c'c.c'c.c.c.cc..cccxxxxxxxx
c^c..cc.c.c9c.c.c.c'c.c.cc..cc.cxxxxxxxx
c0..cc'c.c.c"c0c.c.c.c.cc..cc.0cxxxxxxxx
c..cc.c.c9c'c.c.c'c'c.cc.9cc...cxxxxxxxx
c.cc9c.c.c"c.c.c.c.c.cc..cc..c^cxxxxxxxx
ccc.c'c'c.c.c.c'c.c'cc..cc..cc^cxxxxxxxx
cc'c.c.c.c'c'c.c0c.cc..cc..cc..cxxxxxxxx
c.c.c"c.c.c.c.c'c.cc9.cc..cc..ccxxxxxxxx
cc.c8c.c.c'c.c'c.cc..cc..cc0.cccxxxxxxxx
c.c'c.c'c0c.c.c"cc..cc..cc..cc$cxxxxxxxx
cc.c.c.c.c.c"c.cc..cc..cc..cc$$cxxxxxxxx
c"c.c.c.c'c.c.cc..cc0.cc..cc$$$cxxxxxxxx
cc.c.c.c.c"c'cc..cc..cc..cc$$$$cxxxxxxxx
c'c.c.c'c.c.cc.8.^^.cc...^+$$$$cxxxxxxxx
...............................xxxxxxxxx
...............................xxxxxxxxx
...............................xxxxxxxxx
...............................xxxxxxxxx
.........................xxxxxxxxx
.........................xxxxxxxxx
.........................xxxxxxxxx
.........................xxxxxxxxx
# edited and varied by Eino. Placing into Lair only because of the floor colour.
# would be nice to have in the main dungeon, if it once becomes possible to
# change the floor colour (to green/brown)
# adapted towards less strawberries (dp). I'm against using these outside Lair.
#
NAME: strawberry_fields_big
NAME: strawberry_fields_big
DEPTH: Lair
SUBST: .= d .:150 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
DEPTH: Lair
SUBST: .= d .:150 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
DEPTH: Lair
SUBST: .= d .:140 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
DEPTH: Lair
SUBST: .= d .:140 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
TAGS: allow_dup
DEPTH: Lair
SUBST: .= d .:50 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
TAGS: allow_dup
DEPTH: Lair
SUBST: .= d .:50 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
DEPTH: Lair
SUBST: .= d .:50 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
DEPTH: Lair
SUBST: .= d .:50 1:8 2:4
MONS: plant, butterfly
ITEM: strawberry q:1 / strawberry q:2 / strawberry q:3 w:5 / strawberry q:4 w:3 / strawberry q:5 w:2 / strawberry q:6 w:1
ENDMAP
###########################
# Stranded yaks
#
NAME: Lemuel_yak_island_a
DEPTH: Lair
TAGS: no_pool_fixup uniq_yak_island
MONS: yak/w:5 sheep/w:3 death yak
SUBST: ; : .wW
SUBST: . : . W:2
MAP
..............
...;;wwww;;...
..;wwwwwwww;..
.;wwww..wwww;.
.;www.1.1www;.
.www.1>1.1www.
.;www.1.1www;.
.;wwww..wwww;.
..;wwwwwwww;..
...;;wwww;;...
..............
ENDMAP
NAME: Lemuel_yak_island_b
DEPTH: Swamp, Shoal
TAGS: no_pool_fixup uniq_yak_island
MONS: yak/w:5 sheep/w:3 death yak
SUBST: ; = wW
SUBST: . : . W:2
MAP
;;wwww;;
;wwwwwwww;
;wwww..wwww;
;www.1.1www;
www.1>1.1www
;www.1.1www;
;wwww..wwww;
;wwwwwwww;
;;wwww;;
.....................
.1.....2.......1.1...
...1.....1...2..1....
.....2.........1.....
.1.2....1....2.....2.
......2.....1....21..
.1...1...1...........
.....2.....1.21...2..
.......1.O......21...
...1.......1.........
...2.....1....1..2...
.....11.2....2...11..
...1..1....1.........
....2.......2....1...
....1...1.....1......
.....................
1.....2.......1.1
..1.....1...2..1.
....2.........1..
1.2....1....2.....2
.....2.....1....21
1...1...1.........
...2.....1.21...2
.....1.O......21.
.1.......1.......
.2.....1....1..2.
...11.2....2...11
.1..1....1......
2.......2....1
1...1.....1
You can search for dungeon features by name: all shops will be found by a search
for <w>shop</w> (including shops that do not have "shop" in their name); other
dungeon features can also be found by name: <w>fountain</w>, <w>axe trap</w>,
You can search for dungeon features by name: all shops will be found by a
search for <w>shop</w> (including shops that do not have "shop" in their name);
other dungeon features can also be found by name: <w>fountain</w>, <w>axe trap</w>,
<h>Level Map ('<w>X</w><h>' in main screen):
<w>Esc</w> : leave level map (also Space)
<w>Dir.</w>: move cursor
<w>/ Dir.</w>, <w>Shift-Dir.</w>: move cursor far
<w>-</w>/<w>+</w> : scroll level map up/down
<w>.</w> : travel (also <w>Enter</w> and <w>,</w> and <w>;</w>)
(moves cursor to last travel
destination if still on @)
<w><<</w>/<w>></w> : cycle through up/down stairs
<w>^</w> : cycle through traps
<w>Tab</w> : cycle through shops and portals
<w>X</w> : cycle through travel eXclusions
<w>x</w> : change the radius of a travel exclusion
<w>W</w> : cycle through waypoints
<w>*</w> : cycle forward through stashes
<w>/</w> : cycle backward through stashes
<w>_</w> : cycle through altars
<w>Ctrl-X</w> : set travel eXclusion
<w>Ctrl-E</w> : Erase all travel exclusions
<w>Ctrl-W</w> : set Waypoint
<w>Ctrl-C</w> : Clear level and main maps
<w>Ctrl-F</w> : Forget level map
<h>Level Map ('<w>X</w><h>' in the main screen):
<w>Esc</w> : Leave level map (also <w>Space</w> or any unused key).
<w>Dir.</w> : Move the cursor.
<w>/ Dir.</w> : Move the cursor in larger steps (also <w>Shift-Dir.</w>).
<w>-</w>/<w>+</w> : Scroll level map up/down
<w>.</w> : Start travel (also <w>Enter</w> and <w>,</w> and <w>;</w>).
(Moves cursor to the last travel destination if still on @.)
<w><<</w>/<w>></w> : Cycle through up/down stairs.
<w>^</w> : Cycle through traps.
<w>Tab</w> : Cycle through shops and portals.
<w>X</w> : Cycle through travel eXclusions.
<w>x</w> : Change the radius of a travel exclusion in three steps.
<w>W</w> : Cycle through waypoints.
<w>*</w> : Cycle forward through stashes (by default, all items).
<w>/</w> : Cycle backward through stashes (by default, all items).
<w>_</w> : Cycle through altars.
<w>Ctrl-X</w> : Set travel exclusion.
<w>Ctrl-E</w> : Erase all travel exclusions.
<w>Ctrl-W</w> : Set waypoint.
<w>Ctrl-C</w> : Clear level and main maps.
<w>Ctrl-F</w> : Forget level map.
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MONS: Dispater, Fiend, Ice Fiend, iron devil, metal gargoyle
MONS: random, random
LFLAGS: no_tele_control
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="iron rune" \
}
MONS: Dispater, Fiend, Ice Fiend, iron devil, metal gargoyle
MONS: random, random
MONS: Asmodeus, Fiend, Balrug, molten gargoyle
MONS: Serpent of Hell, random, random
LFLAGS: no_tele_control
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="obsidian rune" \
}
MONS: Asmodeus, Fiend, Balrug, molten gargoyle
MONS: Serpent of Hell, random, random
MONS: Ereshkigal, necrophage, wraith, shadow, small zombie
MONS: small skeleton, Shadow Fiend
LFLAGS: no_tele_control
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="bone rune" \
}
MONS: Ereshkigal, necrophage, wraith, shadow, small zombie
MONS: small skeleton, Shadow Fiend
NAME: onia_ninara_012_swampy_vault
TAGS: no_pool_fixup no_monster_gen uniq_swamp_vault
ORIENT: float
NAME: onia_ninara_012_swampy_vault
TAGS: no_pool_fixup no_monster_gen uniq_swamp_vault
DEPTH: D:16-20, Lair:3-10, Swamp, Snake, Slime
ORIENT: float
NAME: reptile_caves
DEPTH: D:8-12, Lair:*
MONS: giant gecko/giant newt, giant lizard, giant iguana, firedrake/swamp drake
MONS: snake, brown snake, yellow snake
NAME: reptile_caves
DEPTH: D:10-13, Lair, Snake
MONS: giant gecko/giant newt, giant lizard, giant iguana, firedrake/swamp drake
MONS: snake, brown snake, yellow snake
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# To do:
# 1) Ideally, the portal duration should depend on absolute depth (the deeper,
# the less time the player gets). I suggest a duration of
# 100 + 10*(30-abs.depth) + rn(100*(30-abs.depth))
# 2) I think there should be more bazaars: each shop should have a chance of
# (abs.depth-10)/30 of becoming a portal (with negative chance==0), and at
# most one bazaar per level
# 3) The above would (and should) include bazaars outside of the dungeon.
NAME: lemuel_statue_altar
# Increased depth from 2-18 because getting a hostile statue can
# instakill a low-level character.
DEPTH: 10-18, !Lair, !Hive, !Slime
NAME: lemuel_statue_altar
DEPTH: 2-18, Vault, Elf
: if you.absdepth() < 10 then
SUBST: F = G
: end
NAME: lemuel_angel_altar
# Moved deeper since being teleported next to the Angel will be a
# quick death at shallow levels.
DEPTH: 9-18, !Lair, !Orc, !Hive, !Slime
MONS: angel
NAME: lemuel_angel_altar
DEPTH: D:3-18, Vault
MONS: angel/daeva
NAME: lemuel_hellish_altar
DEPTH: 2-18, !Lair, !Hive, !Slime
MONS: iron devil/orange demon, beast/rotting devil, lemure/manes, hellion
NAME: lemuel_hellish_altar
DEPTH: D:2-21, Crypt, Geh
MONS: iron devil/orange demon, beast/rotting devil, lemure/manes, hellion
NAME: david_defended_altar
DEPTH: D:7-20, Orc, Elf, Snake
SHUFFLE: 1ID/2TC
TAGS: allow_dup
MONS: orc priest, deep elf priest / w:30 nothing
KFEAT: D = altar_beogh / w:2 altar_okawaru / w:2 altar_makhleb
NAME: david_defended_altar_orc
DEPTH: D:7-20, Orc
MONS: orc priest
TAGS: uniq_defended_altar
KFEAT: D = altar_beogh / w:1 altar_okawaru / w:1 altar_makhleb / w:1 altar_trog
NAME: lemuel_blue_sif_altar
DEPTH: 2-18, !Lair, !Hive, !Slime, !Orc
TAGS: no_monster_gen mini_float
NAME: david_defended_altar_elf
DEPTH: D:7-20, Elf
MONS: deep elf priest / w:30 nothing
TAGS: uniq_defended_altar
MAP
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ENDMAP
NAME: lemuel_blue_sif_altar
DEPTH: D:2-18, Elf, Vault
TAGS: no_monster_gen mini_float
NAME: lemuel_mausoleum_altar
DEPTH: 7-20, Crypt
MONS: w:50 human zombie/orc zombie/elf zombie/w:5 ogre zombie/w:5 troll zombie
MONS: w:50 human skeleton/orc skeleton/elf skeleton/w:5 ogre skeleton/w:5 troll skeleton
MONS: mummy, wight, wraith, necrophage, ghoul
NAME: lemuel_mausoleum_altar
DEPTH: D:7-20, Crypt
MONS: w:50 human zombie/orc zombie/elf zombie/w:5 ogre zombie/w:5 troll zombie
MONS: w:50 human skeleton/orc skeleton/elf skeleton/w:5 ogre skeleton/w:5 troll skeleton
MONS: mummy, wight, wraith, necrophage, ghoul